"Go to the sign of Harvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Wednesday, December 31, 2014

Whether you're a novice DM getting ready to referee your first AD&D
game or an old pro who's running an established campaign, there's
something for you in the Campaign Sourcebook and Catacomb Guide. We've
included dozens of helpful tips to help you better organize your games,
design adventures, and make your NPCs come to life. In addition, we've
included a number of settings for unusual dungeons. In short there's
something for everybody in this exciting addition to the AD&D
system.

Tuesday, December 30, 2014

This indispensable aid to Dungeon Masters puts all the most important
combat and encounter tables at your fingertips! Don't slow down the
action by searching for a number; keep them in front of you all the time
with this handy screen and reference guide.

Also included is a 16-page adventure, Terrible Trouble at Tragidore.
This exciting RPGA tournament adventure is intended for medium-level
characters (levels 5-8). It contains advice and tips for novice Dungeon
Masters but is suitable for use by all players.

Sunday, December 28, 2014

The Dungeons Masters Adventure Log, billed as a "Fantasy Adventure
Module" on the front cover, is a DM's tool for tracking a party of
adventurers and their encounters in an easy to read format.

The product is centered around two sheets, and the booklet is
printed so they are opposing pages. The first captures the essential
information for each member of a party of adventurers (name, alignment,
hit points, etc). The second tracks collective information on the group
(marching order and light sources carried), and key elements of their
encounters (basic information on the monsters, treasure, and unusual
events).

The inside front cover, the first three pages, and the last page
reprint an eclectic assortment of game rules from the Dungeon Masters
Guide that weren't included in the Dungeon Masters Screen (for instance,
combat modifiers, magical aging sources, and how much it costs to hire
an NPC to cast a spell). The four inner pages have utilitarian sketches
of various types of armor, helmets, barding, and weapons with a focus on
those that are less commonly known (such as polearms).

The inside back cover has two sample log pages, including several
characters from Basic Dungeons & Dragons (e.g. Morgan Ironwolf,
Black Dougal), several players who made contributions to the industry
(including Dave Cook, Steve Marsh, and Tom Moldvay), and jokes (Elron
Hubbard, the chaotic neutral magic-user thief).

Saturday, December 27, 2014

The warlike race of Taladan Minotaurs is making its culture known
throughout the world of Krynn. Not content to be the dominant power on
their own continent, they are influencing the already war-torn lands of
Ansalon. Players learn even more about their culture and military
strength in this accessory totally devoted to Krynn minotaurs.

Friday, December 26, 2014

Caramon, Raistlin, Tika, Laurana, Tanis, Sturm, Flint,
Tasselhoff...heroes all, their names are known by everyone familiar with
their saga. But there are others as well: veterans of the War of the
Lance, players behind the scenes, and even those who had no involvement
wit the War whatsoever who are still heroes in their own right. Many are
presented here for the first time. Among them:

- Grindlethorpe, the first Krynnish gnome to complete three Life-quests
- Fester, Queen of the Gully Dwarves of Mudhole, wife to Nomscul, Best
Cook, Chief Shaman, and Queen's First Husband (a much more distinguished
title than "King")
- Liliornin, an elven wizard whose first adventure pitted her against a
death knight and an enclave of Wizards of the Black Robe (and introduced
here to her longtime adventuring companion)and many, many others.

Each entry is presented in a format akin to the Monstrous Compendium
pages, with statistics, proficiencies and other pertinent information, a
description, and background material, among other things. Many entries
first appeared in the Advanced Dungeons & Dragons Trading Cards, and
have been expanded for inclusion in this product.

Thursday, December 25, 2014

This adventure for the Hell on Earth roleplaying game pits your posse
against hideous mutant attacks, rad-priests, and even peace-loving
hippies in a desperate race to find the mysterious sword of a missing
Templar, lost somewhere in the ruins of western Wyoming. Only the strong
survive in the Wasted West. But to the victor goes the spoils!

Wednesday, December 24, 2014

The world is in ruins and the Reckoners are walking the earth, but
that won't stop your hero. Players can investigate the ruins of this new
world as a syker, soldier, technomage, or radiation priest. Do you have
what it takes to survive the hostile wastes?

Explore the dark, dangerous canyons of the Great Maze -- circa 2094!
Scattered groups of survivors eke out a living here, prying ghost rock
from the towering cliffs or scrounging salvage from the shattered hulks
the naval battles of the Last War left behind. Heroes can also visit the
Grand Library in Sacramento and learn of the Librarians' secret agenda.

Tuesday, December 23, 2014

A sourcebook of flavour for the Dragonlance campaign setting, includes:

How the companions met
Lord Gunther's war journal
Essays on the races of Krynn
Notes from Raistlin's book of herb lore
Rune readings and numerological charts
Songs, recipes and musical scores
Legends, proverbs and artifacts of Krynn

Monday, December 22, 2014

Dig in to our savory dish of toxic torment! We've carefully blended
only the best beasties in Muties, Monsters, and Misfits to add to your
gruesome collection of Wasted West woes! We guarantee that it will add
zip to your Hell on Earth roleplaying game, or use with our free
miniatures rules -- High Noon -- available on our Weird Website
(www.deadlands.com).

Sunday, December 21, 2014

The world is in ruins and the Reckoners are walking the earth, but
that won't stop your hero. Players can investigate the ruins of this new
world as a syker, soldier, technomage, or radiation priest. Do you have
what it takes to survive the hostile wastes?

This adventure takes the heroes to Junkyard once again. The posse
must get to the bottom of a series of hauntings that lead to a sinister
plot that threatens the "Iron Alliance" established in the Boise Horror
adventure.

Saturday, December 20, 2014

Hey, brainer! The Wasted West isn't the kind of place you want to
wander around without taking some kind of precautions. There are all
sorts of hazards, and you've got to be prepared. That's even more true
for Marshals than heroes, and that's who the Radiation Screen is for.

This heavy cardstock screen features the most necessary tables from
Deadlands: Hell on Earth, all in one easy-to-reference place. No more
flipping through the rulebook. It's all right here.

And it looks great too. No Marshal worth his bunker rations would be caught in the wastelands without it.

It's Big Boom Time!

As if the snazzy green screen itself wasn't enough, Radiation Screen
also includes "Apocalypse Now!" the first ever full-length adventure
for Deadlands: Hell on Earth, just the thing to get your hardy band of
survivors going on their journey through the wastelands. Someone's left
an irradiated ghost-rock bomb lying around, and it's up to the heroes to
find it!

This 48-page booklet also has new copies of the Hell on Earth
character sheet in an easy-to-photocopy format. It's the perfect thing
to launch your Wasted West campaign!

Friday, December 19, 2014

Journey to Junkyard, the only free city in the Wasted West and the
main setting for Hell on Earth! Iron Oasis contains a complete
description of Junkyard as well as rules for aerial combat and bionics
for living heroes.

Thursday, December 18, 2014

The world is in ruins and the Reckoners are walking the earth, but
that won't stop your hero. Players can investigate the ruins of this new
world as a syker, soldier, technomage, or radiation priest. Do you have
what it takes to survive the hostile wastes?

The legendary Boise Horror is revealed at last! This adventure takes
the heroes from the Templar's headquarters in Boise to an important
treaty conference in the back rooms of Junkyard, and a final showdown
with the Horror itself!

Wednesday, December 17, 2014

The War of the Lance may be over, but the Heroes' jobs have only begun.

Return to the time just after the end of the War, when the land is
healing and its peoples are struggling to rebuild their lives. Travel
with Tika and Caramon in search of her father, Alleran Waylan. Help a
group of kender track down an aging black dragon. Go with Riverwind and
Goldmoon to reclaim the settlement of Que-Shu. Or, aid Tanis on a touchy
diplomatic mission—to Laurana's people.

Players can once again take the parts of the Heroes of the Lance, and
participate in the rebuilding of one of the greatest fantasy worlds
ever created: the world of Krynn, the home of the Dragonlances.

Ownership of the Tales of the Lance boxed set is not required in order to play these adventures, but is suggested.

Tuesday, December 16, 2014

At long last, the Kagonesti elves are rising against their Silvanesti
and Qualinesti masters. A prophet has come to deliver them from
bondage; all of Southern Ergoth rings with the sounds of battle! The
Kagonesti flee their arrogant cousins, heading toward a land of legend:
The Valley of Perfect Silences. Here only Kagonesti are allowed; no
longer will they suffer servitude and wrong. The Gate has been found and
the way is open. Kagonesti pass through the gate and into the promised
land.

Or do they?

All is not as it seems in the Valley of Perfect Silences. Beneath the
idyllic land of the valley lurks an ancient secret. You must journey to
the valley and explore its darkest recesses. Unless you uncover the
mystery of the valley, the Kagonesti may find that they have entered a
new, vastly more horrible servitude.

Wild Elves contains much new information on Kagonesti elves
and their society. Take your Dragonlance game campaign to a new
dimension with this fourth module in the DLS series. Free the Kagonesti
elves from their shackles and lead them to safety in the Valley of
Perfect Silences. It is not necessary to have played the three previous
DLS adventures in order to play this stand-alone module.

Monday, December 15, 2014

Before the Cataclysm, the great Kith-Kanan and a band of brave elves
seperated from their Silvanesti brethren and founded the legendary realm
of Qualinesti. Then, just prior to the War of the Lance, the fledgling
kingdom toppled before evil dragon armies. Now the great war is over and
new beginnings arise!

The new Speaker of Suns, Porthios-Kanan, returns to Qualinesti with
his people, but they find it it ruin. The elves think to abandon their
heritage, yet Porthios will not admit defeat. He gathers a small band of
heroes to discover if Qualinost, the elven capital, still stands!

Sunday, December 14, 2014

If the Silvanesti are experiencing rebirth, the Kirath are the midwives.

The time has come for the elves to reclaim their homelands, the lands warped and ruined by Lorac and the Orb of Dragonkind.
The Kirath, the elite scouts of of the Silvanesti, are in the vanguard
of the returning tribes. What they find is familiar, yet unfamiliar -
landscapes twisted by magic, once-verdant lands now gray and barren. It
is the duty of the Kirath to assess the damages done, and report their
findings to the rest of the Silvanesti. Only then can the tribes return
to their woods and fields.

In Tree Lords, you will find not only an adventure about and
for Elves, but also information on a new character class: The Kirath
(Silvanesti Scout). Bring a new dimension to your DRAGONLANCE campaign
with this, the second module in the DLS series. Take part as players in
the reclamation of the Silvanesti homelands! It is not necessary to have
played DLS1, New Beginnings, in order to play this stand-alone module.

Saturday, December 13, 2014

A new adventure set on Taladas, the other continent of Dragonlance, described in Time of the Dragon.

New Beginnings provides all the information necessary for new
players to begin adventuring in the Taladas campaign setting. It
includes a simple, step-by-step character creation outline which new
players can use without the help of a Dungeon Master. Also, it presents
essential tips on equipping and playing you new character in the Taladas
setting, and sample encounters which allow you to test your character's
skills without risking them in actual play. Finally, a complete
mini-adventure helps to begin your Taladas campaign by thrusting the
player characters right into the action.

Friday, December 12, 2014

The good dragons of Krynn need help. Recruited by the silver dragon
Saramber, the player characters have joined ranks with the dragons and
sought to solve the mystery behind the deaths of many silver and bronze
dragons and passed the tests set out for them, earning the trust of
these ancient creatures.

But now, Saramber fears evil dragons have discovered the portal that
could lead them to the dragons' homeland. If this is true, they must be
stopped before they can launch an attack that could destroy this fabled
dimension. The adventure leads player characters from the plains of
Lunitari to the depths of the ocean and the abode of monstrous Artha,
banished daughter of Takhisis.

This third module brings to a climax the epic tale begun with In
Search of Dragons, and continued in Dragon Magic. On success or failure
hangs the fate of tone of the noblest races of Krynn.

Thursday, December 11, 2014

Your heroes find themselves on a demi-planar island in the Ethereal
void, where a mysterious god enlists their help in his scheme to stop
Erestem (Takhisis). The heroes must journey through space and time to
recover the powerful cindergems and forge a weapon to destroy Erestem.
If your heroes fail, Erestem's evil minions will invade Taladas and
destroy the Othlorx (Uninvolved) dragons, which is just the start of her
plans for Taladas!

Your PCs must venture into eras and places hitherto unknown to them.
The cindergems are strewn throughout the multiverse; ancient dragon
burial grounds, magical ice palaces, crypts of restless dead, and much
more await the heroes. And just who is that mysterious god who asks so
much of them?

This AD&D game adventure, set in the vast world of the
DRAGONLANCE saga, is the conclusion to an epic adventure that began with
Dragon Dawn and continued with Dragon Knight. On the previously unknown
continent of Taladas, the heroes must strive to thwart the extraplanar
invasion plans of Erestem, Queen of Evil, also known as Takhisis.
Failure means doom for all of Krynn!

You need the Time of the Dragon boxed set in order to play this
adventure. You need not have played either of the previous modules in
this series; alternate beginnings are provided for players who have not
done so.

Wednesday, December 10, 2014

Someone or something is killing the Othlorx ("the Uninvolved")
dragons of Taladas. Not only good dragons, but the evil ones as well.
Who or what would be so angered at these dragons as to slaughter them
indiscriminately? To find out, the PCs must masquerade as dragon hunters
and set out to destroy dragons. It's a dangerous game - if the dragons
don't get you, your eployer's might!

This quest will take the heroes from the alleys of rundown Gridmire
through the entire Southern Steamwall region of Taladas and eventually
to the Astral plane. The poisonous vapors of the Indanalis Sea have
wreaked havoc with the inhabitants of this region, so be prepared to
meet anything!

This AD&D adventure, set in the world of the DRAGONLANCE saga, is
the second of an epic trilogy that begins in the previously unknown
continent of Taladas and ranges out to the Astral plane. The players
assume the roles of dragon hunters to discover the identity of the
"master" behind the plane to wipe out the Othlorx dragons of Taladas.

Tuesday, December 9, 2014

Venture once more to the world of Krynn, but this time to the
continent of Taladas, largely untouched by the war of the Lance. The
dragons here are Othlorx, the Uninvolved, because they remain neutral in
the struggle against the evil of Takhisis and her minions. Then why are
they being systematically exterminated? Who wants all dragons on
Taladas dead? Your heroes must set on a dangerous trek in pursuit of
dragon killers, through the lands of hostile holderfolk and to the
mysterious Pillars of the Moon. Along the way they encounter Dragon
Knights (warriors with a magic touch!) ancient guardians, and other
surprises in the transformed realm of Taladas.

This AD&D® adventure, set in the world of the DRAGONLANCE® saga,
is the first of an epic trilogy beginning in the previously unknown
continent of Taladas and ranging out to the Astral plane. Players must
track down the dragon killers and warn the conclave of the Othlorx, but
those are only the first steps in thwarting a dreadful conspiracy
aimed at all of Krynn!

Monday, December 8, 2014

At long last, adventures set in Ansalon that can be played in a single session.

In the tradition of previous Books of Lairs products, the material in
this booklet is designed to be inserted into existing Dragonlance
campaigns, or played alone as an evening's entertainment. Most of the
adventures have been designed for characters with levels averaging from 6
to 10; however, there are also suggestions for making the encounters
tougher or easier, depending on the levels of those characters being
played. At the back of the booklet is a Combined Monsters Statistics
Chart, for easy referencing.

Whether you're in the midst of a grand campaign, or just looking for a
change of pace for an early evening, Dragonlance Book of Lairs is for
you! Access to the Dragonlance Adventures book, the Time of the Dragon
set, and the Monstrous Compendium - Dragonlance Appendix is helpful, but
not required.

Saturday, December 6, 2014

"Roleplaying at its finest—simple or with elective complexities which place this game far beyond any other.

Straightforward mechanics, with emphasis on percentile dice and the
six-sided die, yet allowing a battery of optional modifiers to heighten
realism to any degree desired.

More than 50 starting vocational backgrounds for Heroic Persona
creation, plus as many personalized ones as the gamemaster wishes to
add.

A "Knowledge/Skill" system using percentile probabilities, with hundreds
of areas and sub-areas to learn, and specializations too. With Joss,
Socio-Economic Class considerations. Special Connections, Quirks,
background information, and more included, never have RPG personas had
the character and personality of the Heroic Personas herein or has
roleplaying been so detailed and enabled.

More armor and weapons included than would be found in the arsenal of a
medieval potentate! Use them with a short and easy combat resolution
method, or with expansions that take into account virtually every
salient feature of armed, magickal, and mental or spiritual battle, too.

Persona advancement based on logical and realistic standards, not relying on loot garnered and critters slain.

No totally fanciful monetary system with ridiculous standards and
confusing pricing. Income and costs are as easy as knowing what a BUC
is.

All this and still more... Need more details? Buy this book. In it,
you'll find everything you need to begin playing. Along with it, pick up
the Mythus Magick volume (Book II of these rules, with over 1000
magickal Castings, plus Powers, personalized Castings, and more!) and
the Epic of Ærth companion volume (which describes the world of Ærth in
detail). Find a comfortable place, and begin reading immediately. This
work is a quantum jump in roleplaying games, something which enthusiasts
have awaited for years!"

Friday, December 5, 2014

Within these pages, you'll find more than 1,400 different Castings for
your Heroic Personas and their evil enemies! There are Eyebites,
Charms, Cantrips, Spells, Formulas, and Rituals, divided among more than
a dozen different types of magick use. Herin you'll find Dweomercraeft
Castings (general, plus fiver different colleges) and Priestcraeft
Castings (those held in common, plus five different ethoi), as well as
Castings from 15 other types of practice - Alchemy, Apotropaism,
Astrology, Conjuration, Divination, Exocism, Fortune Telling, Heka
Forging, Herbalism, Mediumship, Mysticism, Necromancy, Sorcery,
Spellsongs, and Witchcraeft - everything you could imagine for use by
heroes and villains, and others too.

But that's not all!

Also included are rules for designing your own Castings, allowing magick in your campaign to grow as far as you can imagine!

There are scores of magical devices detailed herein: Wands, Rings,
Rods, Cloaks, Pyramids, and a guide to devise your own items
.
Plus, a full treatment is given of inate magical Powers: Petrifaction,
Shapeshifting, Flight, and Weather Control, just to name a few. There
are even rules for making Psychogenics, from other Dangerous Journeys
genres, work within the Mythus game!

One look through these pages will show you why the Mythus Magick rules
desrved a volume all their own. Whether you're a gamemaster or a
player, you'll want this book for your reference. It will show you
magick like you've never seen it before!

Thursday, December 4, 2014

"This is the sourcebook for the fantasy milieu you've always dreamed of!

"The world of Ærth is hauntingly familiar, yet strangely mysterious.

"Visit Æropa's Avillonian Isles, which include mighty Lyonesse. See
the "Dark Continent" of Afrik, travelling up the Nylle River, past
Ægypt's four great pyramids, to the unexplored lands of the interior. Or
cruise the long reaches of the Mare Ostrum which reaches from eastern
Æropa to the steppes of Central Azir. And then there are the seven lakes
of distant Vargaard...."

Wednesday, December 3, 2014

These pages display the portrait of a young world experiencing the
first blush of true, continent-wide politics. Since the Gods War there
have been many conflicts, but these have always been isolated, between
two countries, never involving the others. For the first time in the
history of the world, the six major nations of Diomin (first detailed in
the Diomin Worldbook) are beginning to rub elbows with more than just
their immediate neighbors. The first trade treaties are being drafted,
ambassadors are being sent, spies are finding greater employment. And
the slightest wrong move could set the whole of the world on fire.

Read on. Discover what makes the nations unique. Learn how they feel
about the others... And how the others react to them. Take on the roles
of the Gadianti Robber and the Hearhom Trader, and then look at the
world with new eyes. Most of all, wathc your back, for not everyone is
what they appear to be.

Tuesday, December 2, 2014

Into the Darkness follows the characters as they
seek to return Kammerath to its rightful owner and have it reconsecrated
after the Gadianti, worshippers of dark gods and practitioners of even
darker rites, have defiled it.

Can the characters return the sword to Nicanor? Can they convince the
Gnolaum of their need? And what ties do the Hearthom have to all that
is going on? Murder, mayhem and mystery hound the characters as they
travel from the forests of the Arak to the blood stained cities of the
Gadianti and Zeredites.

Into the Darkness is part two of the sweeping and
epic campaign "Unto this End". It is designed for a group of 4th-6th
level characters and takes place just days after In the Beginning (found in the Diomin worldbook).

Monday, December 1, 2014

Diomin is a world governed not by science but by myth. It's a world
where sorcery functions and the Gods play an active part in everyday
life. Diomin lies at the juncture between the Spirit World and the
Divine Realm, created by the One God to act as a bridge between the two.
The result of this is sorcery and mortal life. To this very day Diomin
is being fought over by the Gods.

The Gods themselves live in the Divine Realm and interact with mortality
through their representatives, as well as their magics. Those in the
Spirit World also have dealings with mortals, including powers and
magics of their own.

There is much to discover and much to accomplish as nations fight with
nations and Gods scheme for control of mortality. Whole cultures are in
the process of change, not knowing what the future holds.

This book contains the information you need to start playing on Diomin. It introduces several new races:

- The Arak, a nomadic people;
- The Gnolaum, a beautiful forest race; and
- The Hearthom, a race made of stone.

From the standard races, only humans exist on Diomin, under the names The Tirasim and their evil brothers The Zeredites.

The book also introduces a new class, the Shaman, a class that can
commincate with and control spirits. The book also makes some minor
changes to other classes, most notably to Paladins, to allow all
alignments.

Furthermore, the book includes an introductionary adventure called To Save A Nation.

Sunday, November 30, 2014

An ancient defiled sword, long ago bestowed to man by the gods of
light, must be reconsecrated after spending generations within the
confines of an evil temple. The divine once again turn their eyes
towards the mortal realm when an evil goddess threatens to send her
demon beast to the middle world. The gods know the currents of fate and
the conflict this action will bring. Fate has decided there will again
be a Gods War. Is now the time? Fate has also chosen the characters to
be the nexus for this battle between light and darkness. Will they
accept the lot given them, or forge a path of their own?

This challenging adventure is designed for a party of four to six
characters of level 7 - 10. Acceptance of Fate is the climactic finale
for ‘Unto this End’ - a trilogy of adventures set in the dark fantasy
D20 campaign setting of Diomin. Herein, GMs will find not only a
thrilling adventure to challenge their players, but also the secrets of
the mystical science of Mecheidolons, or Spirit Tech, a new fanatical
assassin cult, new feats, new spells, a new demon and a new template for
characters Glorified by their gods.

Saturday, November 29, 2014

This scenario is the complete Advanced Dungeons & Dragons
tournament adventure used at the Denver Gamers Association convention,
Ganghis Con held in May 1980.

Centuries ago, in a far away place, an awesome weapon was invented
that threatened to destroy the world. A great battle was fought over
this weapon and as a result, it was tossed into the deepest part of the
ocean. The weapon was thought destroyed and the world was safe once
again.

Many years passed, and rumors began circulating that religious
fanatic named Cimosco was attempting to find the final resting place of
this weapon of awesome power. If he managed to find and restore this
weapon, its horror would once again be unleashed on the world.

Cimsco searched for years and finally found the resting place of the
terrible weapon. He enlisted the aid of the sea-dwellers and raised the
remains of the artifact. What emerged from beneath the sea was nothing
more than a coral-encrusted lump, but repeted blows with mighty sledges
released the weapon from its stone like bondage. Four centuries of coral
ans salt had not harmed it in any way. Until a way is found to destroy
the weapon once and for all, its hellish power threatens all living
things.

Friday, November 28, 2014

A hideous death cult has seized control of an ancient
artifact-monument known as Tovag Baragu. The power behind the cult is
the Old One himself, Iuz the Evil, demonic master of an empire. He's on
an all-or-nothing quest for supremacy over the world - and the heavens
beyond.

To stop him, heroes must face horrors never dreamed of, journeying to
a shadowed city where Death rules and the living cower. Here, Iuz will
achieve his mad dream by destroying imprisoned master of that alien
citadel - Vecna, the mightiest lich, an immortal demigod.

Two items exist with the power to stop Iuz - the Eye amd the Hand of Vecna - but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated.

Die Vecna Die! takes the heroes from the GREYHAWK campaign
to the demiplane of RAVENLOFT and then to the PLANESCAPE city of Sigil.
However, none of the material from those settings is required for play."

Thursday, November 27, 2014

Now play the DIABLO II computer game crossed with the brand new
D&D roleplaying game rules. With all the fury, all the excitement,
and all the monsters brought to life by your own imagination. This is
face-toface roleplaying combat -- smoother, faster, and meaner than
before.

Inside you'll find:
- Hundreds of monsters to battle with all-new D&D rules!
- Level after level of thrilling adventure in the pits of hell!
- Opportunities for millions of experience points!
- All new adventures to catch Diablo and D&D players off guard!

Tuesday, November 25, 2014

World Builder's Handbook is a supplement for MegaTraveller. This 96 page
sourcebook is a comprehensive guide to surveying and detailing worlds.
It includes sections on survey and exploration, survey equipment, survey
vehicles, building a world, mapping a world, and using world data.

Saturday, November 22, 2014

101 Vehicles, An Illustrated Catalog, is a supplement for MegaTraveller.
This 48 page sourcebook includes descriptions of military,
paramilitary, and civilian vehicles using the official MegaTraveller
Universal Craft Profile.

Friday, November 21, 2014

The world of Corona is in a time of change. Its people must learn to
live with each other and work together to face any future dangers. They
are finally discovering the power of the gemstones, a secret the
Abellican Church has been keeping from them for centuries. But through
it all, they are still only barely aware of the evil creeping into their
world...

Now it’s time to bring the knowledge of all the races of Corona to
everyone. Within these pages you will find detailed information on the
history, attitudes and cultures of each of the major nations and races
that call Corona home - everything you need to fashion a DemonWars
campaign!

Thursday, November 20, 2014

The DemonWars have waged across the face of Corona, but the action
has been concentrated to just a few focal points. Within the pages of
this book you will find detailed maps and descriptions of the St.
Mere-Abelle monastery, Andur-Blough Inninness, the Barbacan, Tymwyvenne,
the Path of Starless Night, and the Walk of Clouds, including
information on their residents and the creatures unique to these
locales.

Wednesday, November 19, 2014

Within these pages are dozens of kits designed to help players in a
Forgotten Realms campaign enrich their demihuman characters and make
them truly native to the realms. Special benefits and disadvantages for
each kit enhance the roleplaying experience while allowing characters to
reflect their social roots and racial heritages.

Tuesday, November 18, 2014

The Countdown to the apocalypse has begun. As our darkened globe
spins through the eternal night, the lasting legacy of the human race is
nothing but a scream--drowned out by the roar of destiny devouring us
all. This is your last chance to show the cosmos what it means to be
human: the will to fight.

Delta Green: Countdown blows the doors off the world of Delta Green,
reaching wider and digging deeper to map the terrain of the twisted pulp
apocalypse we call the dawning of the 21st century. Brace yourself for
the final world order: The Insects of Shaggai, alien parasites
subverting the leadership of a nation; PISCES, the U.K.'s attempt to
harness the unknown; The Army of the Third Eye, terrorists fighting a
bloody battle against alien invaders; GRU SV-8, a band of desperate
operatives fighting darkness in the ruins of Russia; The Skoptsi, occult
fanatics with an eight-hundred-year legacy; The OUTLOOK Group, where
Majestic-12 tests its elite; Phenomen-X, a syndicated TV news show that
pokes its camera in all the wrong places; Tiger Transit, a former CIA
airline now in the clutches of a Tcho-Tcho drug cartel; The D Stacks at
the American Museum of Natural History, where Dr. Jensen Wu classifies
the unclassifiable; The Keepers of the Faith, traditionalist ghouls
fighting the lean and hungry Heretic ghouls beneath the streets of
Manhattan; and The Hastur Mythos, a twisted skein of surreal destruction
weaving its way through humanity.

Plus: New skills; new spells; new Mythos tomes; rules for psychics; a
microbiologist's dossiers on paranormal lifeforms; profiles of
international intelligence and law-enforcement agencies; dozens of
useful NPCs; two scenarios; a short campaign; and more.

Monday, November 17, 2014

Defilers and Preservers: The Wizards of Athas details the two paths of
magic in the DARK SUN campaign and the strange way magic works there. It
demonstrates how Athasian wizards power their magic and describes both
types of wizards--defilers and preservers.

Defilers leech energy from the land, stealing life away with every
spell they cast and leaving only dead ash behind. Preservers also gather
energy from the land, but they take only what they need and work to
keep the world healthy and alive. These two mortal enemies stand locked
in a never-ending battle--with the survival of Athas at stake.

This accessory presents everything needed to create and play preserver and defiler wizards.

Sunday, November 16, 2014

"Welcome to Freeport, a city of secrets and deceit. Founded by pirates,
this great trading city is no stranger to dirty dealings and bloody
payback. Now under the rule of the Sea Lord Drac, Freeport is on the
threshold of a great change. Only the gods know if this transformation
will be for good or evil.

Death in Freeport is a d20 System adventure for characters of levels 1-3."

Saturday, November 15, 2014

Don't worry Jake, it's just another orc.... There are monster books,
and there are monster books, and there are monster books. Some have a
lot of different monsters that look alot like other monsters and act
like other monsters...blah, blah, blah. Fast Forward, the acknowledged
leader in over the top adventure brings you the book that features not
just any old monster - but the deadliest of monsters.

These beasties
will kill - every time! Some are tiny, and some have very low CR's.
Others are enormous, with huge CR's (possibly even the highest CR
creature ever!). If you are tired of the same old carp, different day,
then this is the book for you! Everything from beginning creatures with
wicked, nasty abilities to fearsome monsters that defy comprehension are
detailed with stats, weapons, abilities, and background. Each is also
lavishly illustrated to give everyone a taste of what's coming their
way.

Wednesday, November 12, 2014

High Noon. The hot desert sun shines down on two gunslingers. Sweat
drips from one's brow. From the other - nothing. His pallid flesh no
longer sweats.

The gunmen draw, slinging lead like bolts of lightning. When the smoke clears, both men are hit, but one remains standing.

Welcome to the Weird Wild Western world of Deadlands, a roleplaying
game of Western Horror! This all new version of the award-winning,
best-selling Deadlands: The Weird West brings to unlife all the fast
action of the original using the d20 system.

Inside are the rules for playing gunslingers, Indian braves, shamans,
mavericks, rowdies and more. There's also a passel of new spells,
steampunk devices, relics, prestige classes and a Weird Western bestiary
of strange and horrible creatures like the wendigo and the awesome
Hangin' Judge! A few unfortunates might also find their story doesn't
end at Boot Hill.

This book contains everything you need to play in the world of Deadlands or any other Western setting using the d20 rules.